Dragon Age Font sizes
#51
Posté 16 novembre 2009 - 02:31
#52
Posté 17 novembre 2009 - 07:27
So now i'm playing at a lower resolution, but this is a shame :/
#53
Posté 18 novembre 2009 - 07:50
#54
Posté 18 novembre 2009 - 08:05
GUI issues for higher resolutions has been filed as an issue. I can't really promise a timeline on any potential fixes for it though, unfortunately. I suspect most of the focus on upcoming patch(es) will be to address issues that are causing the game to go gooey kablooie on people.
Sorry for the inconvenience
Allan
#55
Posté 18 novembre 2009 - 01:32
#56
Posté 19 novembre 2009 - 01:32
#57
Posté 19 novembre 2009 - 09:34
Allan Schumacher wrote...
Hey guys,
GUI issues for higher resolutions has been filed as an issue. I can't really promise a timeline on any potential fixes for it though, unfortunately. I suspect most of the focus on upcoming patch(es) will be to address issues that are causing the game to go gooey kablooie on people.
Sorry for the inconvenience
Allan
Thanks Allan. But whatever happens, pretty please, spread the word around about font / UI sizes, so that this is prevented on future titles. I really love good games, but it takes the fun out of it when I need to hunch forward over my desk in order to read half the text. And I've got great eyesight and a normal size monitor.
I did some comparing on how fonts look visually and how much screen space they take up. On older titles from years ago, fonts took up a fair portion of the screen (and were easily read). So now that resolutions like 1920 x 1200 are fairly common, the fonts / UI should be just as large as they used to (or customizable) for these higher native resolutions.
#58
Posté 19 novembre 2009 - 09:52
Katsunami wrote...
Please note that a game can never use the OS's font scalability when it does not have a scalable user interface. If it would, the fonts would break outside the GUI boundaries. The easiest option is a slider to enlarge fonts in the codex, journal etc, so just the scrollbars will be longer.
Or better yet, have a scalable user interface, but I doubt that this can be done now without rewriting / redesiging a lot of stuff.
Yeah, at this point I could care less how much larger text would break the UI etc so long as I can read it. I wish I knew how difficult it will be to fix this, or if a mod will be released to do it, etc. If it can't be fixed I'd request a refund since not being able to read the text completely destroys the experience for me... It's like I got half what I paid for.
#59
Posté 19 novembre 2009 - 12:37
At least it gets taken seriously.
Right now I'm playing in windowed mode and using the built in (win7) magnifier to read some of the texts like item stats. Which I do not recommend, it should not have worked and I'm surprised it has so far. (I tried it out of desperation fully expecting a nice big bsod.)
@Katsunami: It took some experimenting but in nwn2 you could do wonders by editing the xml file controlling the gui. If memory serves me right I even changed it over to the verdana font. And yes it looked ugly at times, but the choice between that or not being able to follow half the game is a no brainer.
Modifié par Baka-Shiroi-Neko, 19 novembre 2009 - 12:37 .
#60
Posté 19 novembre 2009 - 06:12
Furthermore in the right bottom corner there are also the tooltips for the skills. You nearly don't find them there because as said it is quite far away from the quickbar.
Also the health "bars" are quite small too.
I remember that Sacred 2 also wasn't that big on high resolutions regarding UI and font size at the beginning BUT it was way better than here AND the released a Patch later that made the whole UI scaleable.
Modifié par ghost_zero, 19 novembre 2009 - 06:49 .
#61
Posté 19 novembre 2009 - 08:14
sams64sf wrote...
Katsunami wrote...
Please note that a game can never use the OS's font scalability when it does not have a scalable user interface. If it would, the fonts would break outside the GUI boundaries. The easiest option is a slider to enlarge fonts in the codex, journal etc, so just the scrollbars will be longer.
Or better yet, have a scalable user interface, but I doubt that this can be done now without rewriting / redesiging a lot of stuff.
Yeah, at this point I could care less how much larger text would break the UI etc so long as I can read it. I wish I knew how difficult it will be to fix this, or if a mod will be released to do it, etc. If it can't be fixed I'd request a refund since not being able to read the text completely destroys the experience for me... It's like I got half what I paid for.
I love how everyone feels entitled to something even though its their own problem. Whats the point of getting more screen space if you scale up the fonts anyhow? The whole point of larger monitors with higher resolutions is to fit more stuff in your viewable area. When you scale things up, you basically revert back to what you had before.
anyhow, the quick fix for you would to be run at 1/4 resolution or so. bioware shouldn't owe anybody money because people buy monitors that are too large for their own good.
#62
Posté 20 novembre 2009 - 07:56
If you use those factors on 1024x768 (768 is the height) then you get about 38 pixels height for the quickbar, which means 730 pixels are remaining for the other things. If you do the same thing for 1920x1200 you get 60 pixels which means there are still 1140 pixels remaining which is way larger than the remaining pixels for 1024x768.
Regarding your idea with running at a lower resolution, you know that it is best to run TFT monitors at their native resolution because the picture gets "ugly" if you do otherwise. It is the same as if you make a digital image bigger.
So for most 24" monitors to go down far enough for a decent font size, the picture would start to look "not so good".
The main issues if you ask me are the tooltips and the bottom right corner text. The other things should be scaleable too but I would say those two things need it most.
Maybe I will post some screenshots later, so that everyone can see what we are talking about.
Modifié par ghost_zero, 20 novembre 2009 - 08:01 .
#63
Posté 21 novembre 2009 - 12:31
Krummie wrote...
I agree with this statement. People who play on an HDTV need a font size option now and in future Bioware games! Take care of your fans!
So true. It's unplayable for me right now because font size is too small on my 42" HDTV at 1080p. (PC Version)
#64
Posté 21 novembre 2009 - 06:05
#65
Posté 21 novembre 2009 - 07:24
You can also get it from DANexus. I love this mod for conversations, and I hope the author is able to address other UI text soon. This mod does wonders for my eyes.p6kocka wrote...
Hey guys... maybe it will help...
http://social.bioware.com/project/567/
#66
Posté 21 novembre 2009 - 10:28
signed
and bumped
#67
Posté 21 novembre 2009 - 03:32
#68
Posté 21 novembre 2009 - 04:05
#69
Posté 21 novembre 2009 - 04:32
1680x1050 @ 22" and i wouldn't dream reading all those Codex Textes, which is a waste
not only is the fontsize way to small (in every aspect) but the font itself is just ugly to read.
when i play i lean back in my chair but if i want to read something in DAO i allways have to lean forward! I am 26 so my eyesight cant be that bad, my parents would not be able to read that stuff at all!
or let mu put it another way:
i have a 3GHz Quad Core, a GTX260, a 5.1 Sound System, a TFT Screen which is rather big
and i have to lean forward to read TEXT FILES with small ugly fonts?
[caps] NO WAY THAT IS GOING TO HAPPEN! [/caps]
*BUMP*
#70
Posté 21 novembre 2009 - 04:37
You would be quite right - IF this game were a pure text adventure a la Infocom. However, in Dragon Age:Origins, you might have noticed that there are other things besides text on the screen that are commonly described as "graphics." Those benifit quite a bit from higher resolution. So no, fitting more things on the screen is NOT the only reason to have high resolution.Valaskjalf wrote...
I love how everyone feels entitled to something even though its their own problem. Whats the point of getting more screen space if you scale up the fonts anyhow? The whole point of larger monitors with higher resolutions is to fit more stuff in your viewable area. When you scale things up, you basically revert back to what you had before.
anyhow, the quick fix for you would to be run at 1/4 resolution or so. bioware shouldn't owe anybody money because people buy monitors that are too large for their own good.
And yes, people do feel entitled to actually be able to read the text for their game without having to keep a magnifying glass handy.
#71
Posté 21 novembre 2009 - 07:37
#72
Posté 21 novembre 2009 - 09:19
#73
Posté 22 novembre 2009 - 05:28
So a lifebar that is 10% of the screen height in 1024x768 is only around half that height in 2048x1536. Considering that 1024x768 and 2048x1536 displays can be the same size that is quite an oversight.
Please allow the HUD and other overlays to scale throughout the range of resolutions. Thanks!
#74
Posté 22 novembre 2009 - 05:47
Ohhh, it's also late and I need some sleep after...how many hours at DA:O?
I do believe there needs to be a more scalable UI, though.
#75
Guest_humorouslama_*
Posté 22 novembre 2009 - 06:11
Guest_humorouslama_*
There is a wonderful wealth of lore in this game and i would love to be able to read it for long periods. Adding a scaling option for fonts in the codex/questlog/journal (as a temporary fix) would be wonderful and quick (as i assume the scroll bars could just accommodate for the larger font sizes)
That way, when more people want to read the lore of the game and their quest log during their first playthrough... they won't have issues.





Retour en haut






